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This is my take on Sam Keith’s The Max. The Maxx is a very abstract character that changes form quite a bit from image to image, but this my culmination of the character existing in the Outback of Pangaea. I wanted this image to fall somewhere between surreal and realistic much like the character and comic do, so hopefully it achieves this.

I started this project a long long time ago and have worked on it on and off. Ihave no idea how long I ever actually spent on it but probably way too long. It’s always been my experimental piece so a lot of the stuff on here I hadn’t tried before at the time. It took me down some rabbit holes between not having a strong enough computer to complete the sculpt at one point, obsessing over color detail from all angles thinking about maybe a 3D print or animated poster which lead to wanting to attempt a real hair sim (which ended up being a deep deep rabbit hole, but I settled on a sculpt with a little paint over in the final image here). I decided I finally wanted to wrap up this project so I spent a week wrapping it up and putting together renders for this composite.

The models were started in Maya and finished in Zbrush. Textures were started in Photoshop and finished in Zbrush and Cinema 4D Body Paint and are all hand painted. Final renders we created in Maya Mental Ray and composites in Photoshop. The only minor airbrushing is applied to the hair and feathers, and a couple small composite mask bleeds around the rock.

It seems to me that rabbits, always have something to hide. Look me I`m so cute whit those innocent eyes, and long fluffy ears...and then they go plotting behind our backs. Don`t belive rabbits, they are little sinister beasts with world domination and new order on their minds.
Image was renderd in passes: beuuty, AO, hair and composed in
photoshop where I made cc and added final touch.

I’ve been wanting to do some Brazil inspired 3d since I moved to Brazil a while back… so finally the last couple of weeks I’ve been spending my spare time working on this carnival Samba dancer. 3ds Max and Zbrush, and all rendered in Mental Ray. The outfit is somewhat based on an outfit worn by Natália Guimarães at the 2009 Rio carnival.

More on my website:
http://www.characterink.com/2010/11/14/carnival-girl/

I spent a little time bringing the Skeletor sculpture I did in ZBrush into 3ds Max to texture and render it. Tried to stick to the original colors and didn’t want to stray too far from the “He’s a toy” feel.

I used the Multi Map Exporter plugin for ZBrush to export a cavity and displacement map as a base for the textures. And then Rendered with Mental Ray.

Hello,I have been working on this portrait for past few months ,for the model i have just used one of my old heads,and changed few things.base textures were painted in zbrush 3.1 with the help of projection master and polypainting,later on i used lot of maxon's bodypaint and photoshop to paint some more details on the textures,so it was back and forth process between zbrush 3.1 and bodypaint for all texture maps.displacement and bump maps were extracted from zbrush 3.1.

For rendering I am using Mentalray with imagebased lighting .I am using MISSS Fast skin shader for the characters skin and Eyes.Eyebrows were made in maya painteffects .

For the modeling base mesh in Maya, Mudbox and Zbrush for all sculpting and detailing.Finally the image was composited in Photoshop

This concept piece was produced from an exercise in concept class my Sophomore year. We had to go around the city area in Sarasota and draw from life, then take the images we drew and produce an exaggerated drawing of that scene. Me and some buddies were eating in pizzeria by the beach and this guy walked in with 2 ladies. So this is what I came up with after the initial drawing.

"Papageno" from Mozart. The man who lives in the wood with the birds.
This is a 3D/2D illustration. I've been inspired by the old master painting but more focus on the texture and environment.
It took 1 month, with concept, and rigging. I've worked a lot between Maya and Zbrush, textured in Mudbox (prefer this one), and pushing the illustration details in photoshop. I did the matte paint in Photoshop too.

High Definiton (3500*1677)
http://www.vdhalexis.com/papageno/papageno_high.jpg
Here is the different steps (3Dpass/occ/maya):
http://www.vdhalexis.com/papageno/papageno_scenecompare.jpg